Shield Glare

Shield Glare

Active Skill · Defensive · Crusader

  • 5 Runes
  • From level 4

Effect

Cooldown: 12 seconds

Light erupts from your shield, Blinding all enemies up to 30 yards in front of you for 4 seconds.

Requires Shield

Runes

5 Runes

  • Divine Verdict

    from level 12 · Holy damage · Proc coefficient 0.25

    Blinded enemies take 20% more damage for 4 seconds.
  • Uncertainty

    from level 18 · Holy damage · Proc coefficient 0.25

    Enemies caught in the glare have a 50% chance to be charmed and fight for you for 8 seconds.
  • Zealous Glare

    from level 28 · Holy damage · Proc coefficient 0.25

    Gain 9 Wrath for each enemy Blinded.
  • Emblazoned Shield

    from level 41 · Physical damage · Proc coefficient 0.25

    Enemies with health lower than 25% have a 50% chance to explode when Blinded, dealing 60% weapon damage to enemies within 8 yards.
  • Subdue

    from level 51 · Holy damage · Proc coefficient 0.25

    Enemies hit by the glare are Slowed by 80% for 6 seconds.

The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.

Shield Glare

Shield Glare is a shield-bound control and support skill: a wave of light bursts from your shield and blinds enemies in a wide cone in front of you for several seconds. Blinded enemies can't attack you, granting valuable breathing room and making the skill a strong defensive tool.

Divine Verdict gives the blind offensive upside, because affected enemies take more damage, an effective damage multiplier against any group you blind and thus popular in push builds. If you want Wrath resupply instead, Zealous Glare grants Wrath per blinded enemy and can be a generous resource source against dense packs. So Shield Glare can flexibly serve as pure defense, a team damage amplifier or a resource generator, though always only while you carry a shield.

Uncertainty, Emblazoned Shield and Subdue

Shield Glare is available as early as level 4. Besides the two runes named above there are three more:

  • Uncertainty (level 18): Blinded enemies have a 50% chance to be charmed and fight for you for 8 seconds.
  • Emblazoned Shield (level 41): enemies below 25% health have a 50% chance to explode when Blinded, hitting everything within 8 yards for 60% weapon damage.
  • Subdue (level 51): enemies hit are Slowed by 80% for 6 seconds – longer than the blind itself.

Divine Verdict (level 12) makes Blinded enemies take 20% more damage for 4 seconds, matching the blind duration exactly. Zealous Glare grants 9 Wrath per Blinded enemy.

The Final Witness and Flail of the Ascended

The base skill only hits enemies up to 30 yards in front of you. The crusader shield The Final Witness changes that: Shield Glare then hits every enemy around you. The two-handed flail Flail of the Ascended makes your next Shield Glare deal damage equal to your last 5 Shield Bash casts. Since Shield Glare requires a shield, a two-handed flail needs the Heavenly Strength passive.

Cooldown and partners

With a 12-second cooldown, it pays to use the blind right before a damage window. The passive Towering Shield reduces that cooldown by 30%. Typical partners are Fist of the Heavens, Heaven's Fury, Laws of Valor and Akarat's Champion.